5,894 Commits over 3,804 Days - 0.06cph!
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
resized cctv controls texture to 1024
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
fixed roads prefabs snowy variants LOD2 using temperate materials
matched snowy roads color with snow splat
Harbor1: added a ladder volume on a container that should be climbable
Harbor1: removed weird islet on the side
enabled read/write on the sat tube convex mesh environment volumes
Added environment volumes to loot rooms in oilrigs to prevent snowy props indoors
Added environment volumes to portacabins to prevent snowy props in them
fixed floating barrel in small rig
Fixed redcard and bluecard doors gaps in small rig
accidentaly placed crates on a cover spot, removed the crates
removed defending spot under cctv room doors to prevent AI scientists snafu
fixed zfighting on cctv room desk paper
fixed new rooms layers - now set to world
swapped computer station for cctv desk in oilrigs
merge from sat tube branch for CCTV desk
re-enabled detail layer on distant crates LOD
Fixed flickering on overgrowth billboards
mossy rubble piles use material config instead of biome visuals
removed terrain layer from most rubble piles as it displays snow indoors in some biomes and there's no good way around it. We should tackle the transitions using depth bias ideally
Snapped all crates on cargo ship back to the ground
fixed flickering decals in moonpool
Enabled custom convex env volumes for oilrig sat tube complex parts (moonpool, tubes)
fixed colliders of barges being too skinny
missing material config effect specific to objects using Particle layer already in default state
Fixed left over volume under the ladder area of module_1200x1800_ladder_moonpool
added stairs near bridge on H2 to help getting up the dock
fixed plywood mossy set having part. layer on by default
extended prevent building zone in both harbors with a bias towards the sea
S2P
cherry picking bridge LOD fix
cracks grass environment volume mask - removed submarine
Structures folder particle accum setup directly on materials
Props folder particle accum setup directly on materials
junkpiles use biome visuals for foliage like rest of the game foliage
updated creeping tree a,b,c billboard textures to match
enabled mip alpha coverage, alpha cutout tweaks
tweaked the start of env volumes in rig moonpool
fixed loot barrel spawn on large rig
S2P
extended building topology reach in H2
Lowered barges, fixed a barrel spawn or two
lowered both harbors by 1m
S2P
re-applied water flooding to the H1 tilted barge. Water culling doesn't work in the middle of the sea visually